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    Mark Cerny’s “Future Console” Hint Sparks PS6 Release Date Buzz as PS5 Graphics Limitations Acknowledge

    By ContributorsOctober 9, 20254 Mins Read
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    A recent tech discussion involving AMD and Sony has provided insights into the future of gaming with a glimpse into the anticipated yet unconfirmed PS6, along with AMD’s aspirations for next-generation GPUs and machine learning advancements. During this talk, Mark Cerny, the architect behind the PS5 and PS5 Pro, joined forces with AMD’s SVP and General Manager, Jack Huynh, to delve into “Project Amethyst.” This initiative focuses on developing “Machine Learning-based technology for graphics and gameplay,” revealing three significant technological breakthroughs expected to shape the gaming industry going forward.

    Although Cerny emphasizes that these innovations are in the early stages of development and currently operate only in simulated environments, he notes that the initial results are “quite promising.”

    Anticipated Enhancements in the PS6

    Cerny hints at substantial enhancements for the future console, stating, “I’m really excited about bringing them to a future console in a few years’ time.” While he refrains from explicitly naming the PS6, his comments reignite speculation about a 2028 launch date. He also clarifies that “current GPUs, including those found in the PlayStation 5 and PlayStation 5 Pro,” are incompatible with the proposed technologies, implying a shift towards a new generation of consoles.

    Huynh reiterates that these advancements will extend to all developers on every gaming platform, emphasizing that it’s “not just about silicon,” which is expected given AMD’s prominent role in the PC market.

    Key Technological Innovations

    The discussed technologies can be divided into three categories: machine learning, a new unified GPU architecture featuring a specialized “hardware block” for lighting and ray tracing (also referred to as path tracing) called Radiance Cores, and a groundbreaking “universal compression” method. This universal compression seeks to improve upon Delta Color Compression (DCC) currently utilized in modern GPUs to optimize memory bandwidth.

    Huynh expressed confidence that machine learning will significantly enhance what players observe on-screen, improving detail, fidelity, and atmosphere. He mentioned advancements in neural networks, evident in upscalers like AMD FSR and the PS5 Pro’s PSSR. Huynh also discussed “neural arrays,” which would allow GPUs to “share data and process things together like a single, focused AI engine,” streamlining computational efficiency rather than breaking tasks apart across multiple units. “We’re not linking the entire GPU into one mega unit,” he clarifies, “but we are connecting computation units with each shader engine intelligently.”

    These neural arrays promise “better FSR, enhanced ray regeneration, and an array of [machine learning] capabilities we’re just beginning to explore,” Huynh added.

    Resolving GPU Bottlenecks

    Radiance Cores are designed to overcome current GPU limitations. Cerny points out that the existing methods for ray tracing and lighting have hit a wall. He highlights the shared burden between ray tracing and shading tasks. Huynh expands on AMD’s earlier announcement of “Neural Radiance Caching,” explaining that Radiance Cores will tackle ray traversal, which “frees up the CPU for geometry and simulation, allowing the GPU to focus on its strengths: shading and lighting.”

    “There’s a significant speed increase that results from embedding the traversal logic within hardware,” Cerny concurs, “and an additional boost from having that hardware operate independently from the shader cores.” Furthermore, there are plans for additional features, including flexible and efficient data structures tailored for ray-traced geometry. He concludes, “Overall, I’m very much looking forward to the time when we can introduce Radiance Cores to game developers.”

    The Promise of Universal Compression

    Universal compression is presented as a mechanism to verify “every piece of data being sent to memory, not just textures,” compressing data “whenever feasible,” according to Huynh. While DCC focuses on textures and render targets, the proposed universal compression aims to assess all data, allowing GPUs to achieve greater detail, higher frame rates, and improved efficiency, as Huynh explains. Cerny raises an intriguing point regarding “to what extent the effective bandwidth of the GPU might surpass its advertised specifications” through universal compression implementation.

    While the discussion primarily portrays two tech-savvy individuals sharing enthusiastic insights, the technologies presented and their relationship to the PS6 remain noteworthy. The PS6 has been a topic of conversation for a while, likely under development for about four to five years, with figures like Cerny beginning to outline its vision.

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